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Mechanics

Resting

Short rest (1 hour): spend hit dice to heal, recover some features. Long rest (8 hours): restore all HP and spell slots, recover half hit dice.

Resting allows adventurers to recover from wounds and expend resources.

Short Rest:

  • Duration: At least 1 hour.
  • During a short rest you can spend Hit Dice to recover HP. Roll the die, add Constitution modifier, regain that many HP.
  • Some class features recover on a short rest: Warlock spell slots, Fighter Action Surge, Monk Ki, Bardic Inspiration (level 5+), Second Wind.

Long Rest:

  • Duration: At least 8 hours, including no more than 2 hours of light activity (standing watch, reading, talking).
  • You must have at least 1 HP to benefit. You can't benefit from more than one long rest in a 24-hour period.
  • Regain all lost HP.
  • Regain all spent spell slots (most full casters).
  • Recover half your total Hit Dice (minimum 1).
  • Exhaustion: Lose one level.

Interrupting a long rest: If the rest is interrupted by at least 1 hour of strenuous activity (walking, fighting, casting spells, or similar adventuring activity), the characters must start the rest over.

Camping in dangerous areas: Some DMs apply a rule where long rest benefits require a safe location.

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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